jlnordin / LiveBlueprintVariableDebugging

An Unreal Engine plugin that adds support for viewing live Blueprint variable values directly in the Actor details pane when playing or simulating in the editor.
MIT License
43 stars 7 forks source link

Linux Version #9

Open d-franklin opened 2 months ago

d-franklin commented 2 months ago

I tried to compile on Linux but it throws the following

[3/8] Compile FastPropertyInstanceInfo.cpp
LiveBlueprintDebugger/HostProject/Plugins/LiveBlueprintDebugger/Source/LiveBlueprintDebugger/Private/FastPropertyInstanceInfo.cpp:127:15: error: no matching function for call to object of type 'std::hash<std::wstring_view>' (aka 'hash<basic_string_view<wchar_t>>')
                ValueHash = Hasher({ *ValueString, static_cast<size_t>(ValueString.Len()) });
LiveBlueprintDebugger/HostProject/Plugins/LiveBlueprintDebugger/Source/LiveBlueprintDebugger/Private/FastPropertyInstanceInfo.cpp:258:10: error: no viable conversion from 'const wchar_t[2]' to 'FString'
        FString ValueTextBuilder = L"{";

I'm not familiar with c++ so I don't know how to fix them myself. Any help would be appreciated.

jlnordin commented 2 months ago

string_view hash support should be available in C++17. Not sure about your compiler setup, but you might need to pass in a command line flag to choose that version.

On Mon, Sep 2, 2024 at 5:24 AM DFranklin @.***> wrote:

I tried to compile on Linux but it throws the following

[3/8] Compile FastPropertyInstanceInfo.cpp LiveBlueprintDebugger/HostProject/Plugins/LiveBlueprintDebugger/Source/LiveBlueprintDebugger/Private/FastPropertyInstanceInfo.cpp:127:15: error: no matching function for call to object of type 'std::hash' (aka 'hash<basic_string_view>') ValueHash = Hasher({ *ValueString, static_cast(ValueString.Len()) });

LiveBlueprintDebugger/HostProject/Plugins/LiveBlueprintDebugger/Source/LiveBlueprintDebugger/Private/FastPropertyInstanceInfo.cpp:258:10: error: no viable conversion from 'const wchar_t[2]' to 'FString' FString ValueTextBuilder = L"{";

I'm not familiar with c++ so I don't know how to fix them myself. Any help would be appreciated.

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d-franklin commented 2 months ago

I'm using clang that bundled with the Linux version of UE. It's strange since it's using clang 16 which should support C++17 but it fails.

Do you know of an alternative to string_view hash?

Thanks for your help.

jlnordin commented 2 months ago

Can you post the full list of errors?

On Tue, Sep 3, 2024 at 4:19 AM DFranklin @.***> wrote:

I'm using clang that bundled with the Linux version of UE. It's strange since it's using clang 16 which should support C++17 but it fails.

Do you know of an alternative to string_view hash?

Thanks for your help.

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d-franklin commented 2 months ago

Attached the log output.

Log.txt

jlnordin commented 2 months ago

It looks like an issue with wchar_t, which is more of a Windows feature. (It is a standard type, but not really used in Linux systems). I suspect that’s why you are getting undefined hash errors.

The fix will probably require going through the code and making more use of unreal’s platform independent macros for char types, but it might not be trivial.

Hope this points you in the right direction. I don’t officially support Linux, but if you or someone else wants to make those changes and put out a pull request, I would be happy to merge it in.

On Fri, Sep 6, 2024 at 2:56 AM DFranklin @.***> wrote:

Attached the log output.

Log.txt https://github.com/user-attachments/files/16906138/Log.txt

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d-franklin commented 1 month ago

Thank you for your help.